| Literature DB >> 32210850 |
Philip Lindner1,2, Alexander Miloff1, Camilla Bergman3, Gerhard Andersson2,4, William Hamilton5, Per Carlbring1.
Abstract
BACKGROUND: Virtual Reality exposure therapy (VRET) is an evidence-based treatment of phobias and recent research suggests that this applies also to self-contained, automated interventions requiring no therapist guidance. With the advent and growing adoption of consumer VR technology, automated VR intervention have the potential to close the considerable treatment gap for specific phobias through dissemination as consumer applications, self-help at clinics, or as blended treatment. There is however a lack of translational effectiveness studies on VRET treatment effects under real-world conditions.Entities:
Keywords: exposure therapy; gamification; self-help; specific phobia; virtual reality
Year: 2020 PMID: 32210850 PMCID: PMC7069224 DOI: 10.3389/fpsyt.2020.00116
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 4.157
Sample characteristics.
| Variable | M (SD) or n (%) |
|---|---|
| Met full specific phobia criteria | 20 (80%) |
| Age | 25 (11.0) |
| Female | 19 (76%) |
| Married or in relationship | 20 (80%) |
| Highest completed education | |
|
| 14 (56%) |
|
| 2 (8%) |
|
| 9 (36%) |
| Primary occupation | |
|
| 16 (64%) |
|
| 8 (32%) |
|
| 1 (4%) |
| Previous psychological treatment | 6 (24%) |
| Previous psychoactive medication | 2 (8%) |
| PHQ-9 score | 4.64 (3.38) |
| GAD-7 score | 4.72 (3.08) |
| Any gaming during average week | 12 (48%) |
| Hours spent on gaming per week* | |
|
| 3.33 (4.68) |
|
| 1.25 (2.73) |
|
| 3.71 (3.00) |
|
| 0 (0) |
|
| 0.167 (0.577) |
|
| 8.46 (6.07) |
| Any previous experience with VR | 8 (32%) |
*Among those who reported any gaming.
User experience measures and session characteristics.
| Session characteristics | |||
|---|---|---|---|
| Variable | Rater | M (SD) or n (%) | |
| Completed session | Session leader | 23 (100%) | |
| Exposure duration (minutes) | Session leader | 97.22 (23.74) | |
| No calls to session leader | Session leader | 20 (87%) | |
| Reasons for calls (multiple choice) | Session leader | – | |
|
| 3 (12.5%) | ||
|
| 1 (4.2%) | ||
|
| 0 (0%) | ||
|
| 0 (0%) | ||
|
| 0 (0%) | ||
|
| 0 (0%) | ||
|
| 20 (83.3%) | ||
| No required visits by session leader (frequency) | Session leader | 21 (91.3%) | |
| Use of in-game pause function | Participant | – | |
|
| 10 (43.5%) | ||
|
| 3 (13%) | ||
|
| 8 (34.8%) | ||
|
| 2 (8.7%) | ||
| Levels restarted or skipped (frequency) | Participant | 0.77 (1.31) | |
| Application restarts (frequency) | Participant | 0.30 (0.56) | |
| All ten levels completed (frequency) | Participant | 22 (95.7%) | |
| In-session breaks (frequency) | Participant | 1.52 (1.31) | |
| Total duration of breaks (minutes) | Participant | 5.77 (5.53) | |
|
| |||
|
|
|
|
|
| Language comprehensibility | Participant | – | – |
|
| 21 (91.3%) | ||
|
| 2 (8.7%) | ||
|
| 0 (0%) | ||
| Visual acuity (theoretical range: 0–10) | Participant | 6.04 (1.74) | r =.201, p =.357 |
| Gatineau Presence Scale: positive score (theoretical range: 0–20) | Participant | 12.39 (4.62) | r =.272, p =.209 |
| Gatineau Presence Scale: negative score (theoretical range: 0–20) | Participant | 13.83 (3.33) | r = −.229, p =.292 |
| SUDs maximum (0–100) | Participant | 69.09 (24.49) | r =.054, p =.805 |
| SUDs final (0–100) | Participant | 48.57 (32.23) | r = −.035, p =.874 |
| SUDs maximum minus final (habituation) | Participant | 20.5 (21.6) | r =.11, p =.60 |
| Cybersickness score (range: 0–48) | Participant | 10.43 (6.32) | r =.084, p =.705 |
Defined as either completing all levels or using all allocated time.
Time from session leader leaving the room to either receiving a call from the participants (all levels finished) or ending the session when available time had elapsed.
One outlier who reported 20,000 restarts removed.
The remaining participant completed nine levels.
One outlier who reported 90 minute pause removed.
Verbal anchors “lousy” (0) and “perfect” (10).
Participants asked to remember the subjective units of distress (SUD) reported in-app during application use, both the maximum and final value.
Observed means and standard deviations.
| Time | Treatment-onset coding | Long-term effects coding | FSQ | BBQ | |||
|---|---|---|---|---|---|---|---|
| n | M | SD | M | SD | |||
| Screening | 0 | – | n = 25 | 97.80 | 12.26 | 68.36 | 15.01 |
| Pre | 0 | – | n = 25 | 100.44 | 11.97 | 70.08 | 14.41 |
| Post 1-week | 1 | 0 | n = 20 | 78.70 | 16.27 | 71.25 | 15.98 |
| Post 2-week | 1 | 0 | n = 22 | 76.95 | 18.32 | 73.77 | 17.19 |
| Six-month follow-up | – | 1 | n = 17 | 69.06 | 20.22 | 70.45 | 20.07 |
Figure 1(A) Observed scores over time and (B) clinically significant change.